Search found 31 matches
- Sat Apr 17, 2021 11:40 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Display image without breaking up a sentence
- Replies: 8
- Views: 932
Re: Display image without breaking up a sentence
Yes, this worked perfectly! Thank you so much; I didn't know you could define layers like this :>
- Mon Apr 12, 2021 9:38 am
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Display image without breaking up a sentence
- Replies: 8
- Views: 932
Re: Display image without breaking up a sentence
Further experimentation with this rather frustrating issue: * The dialogue window is actually firmly in place; I just didn't see it because my background was black. Now that it's grey I can see I was wrong. * Displayables like images or text outside of the dialogue window that were previously shown ...
- Sun Apr 11, 2021 6:42 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Display image without breaking up a sentence
- Replies: 8
- Views: 932
Re: Display image without breaking up a sentence
I'd like the image to show up at that point in the text regardless of the player's chosen text speed, so unless the text can create a signal that the ATL image timer can catch and run at, I think it's probably easier to somehow force the text box ignore the dissolve transition?
- Sun Apr 11, 2021 5:54 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Display image without breaking up a sentence
- Replies: 8
- Views: 932
Re: Display image without breaking up a sentence
Oh extend is great and very close to what I wanted exactly. However, I tried both of your suggestions and in both cases the dialogue box flickers out of existence when it reaches that {nw} tag, and returns the moment the image begins to fade in, even though no "window hide" command has bee...
- Sun Apr 11, 2021 5:19 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Display image without breaking up a sentence
- Replies: 8
- Views: 932
[SOLVED] Display image without breaking up a sentence
Hey folks! Been a long time since I messed around with Ren'py. I was wondering if there's a way to display an image whilst in the middle on a dialogue box without having to break it up? Perhaps adding code within the quotation marks that forms the what of a dialogue box? Sort of like this: speaker &...
- Sun Apr 12, 2020 8:55 am
- Forum: Ren'Py Questions and Announcements
- Topic: HTML5 integration
- Replies: 0
- Views: 370
HTML5 integration
Hey folks! Lately I've been thinking about cross-pollination and engines. I've been using twine, bitsy, ren'py, godot, quest (in a very basic capacity) and they're all fun platforms to make things with. They have their own limitations and specialisations, unique flavours. Recently I've seen a couple...
- Sun Oct 27, 2019 2:36 pm
- Forum: Ren'Py Questions and Announcements
- Topic: Automatic scene loaded
- Replies: 4
- Views: 579
Re: Automatic scene loaded
Couldn't you, when the player has chosen a name for the list, jump to a label (or any similar segment, or just directly below,) that checks for which name has been added, and then go directly to a "recruit Carlos" section?
- Sun Oct 27, 2019 2:27 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [Solved] displaying dialogue conditional upon a variable
- Replies: 3
- Views: 568
Re: displaying dialogue conditional upon a variable
You can just add a regular if condition into the script. if MetBefore == False: npc "Halt, stranger!" pc "Wait, I am no foe!" else: npc "Halt" pc "C'mon, Jeff, it's just me." #The conversation carries on as normal here, regardless of what the check produced pc...
- Sun Oct 27, 2019 11:46 am
- Forum: Ren'Py Questions and Announcements
- Topic: How to turn on and off player input.
- Replies: 29
- Views: 7047
Re: How to turn on and off player input.
Sorry for necroing this thread yet again , but for me this is a recurring issue that none of the above solutions have fixed so far. I would have thought that a modal screen should suffice, but nope.. Modal screen, screen that turns off key inputs, screen with a transparent button that does nothing, ...
- Thu Sep 26, 2019 1:40 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Capping a variable
- Replies: 6
- Views: 936
Re: Capping a variable
Create a function then put the codes there. Ah shoot! This is exactly the kind of thing I wanted; so much easier to boil something that'll be repeated a hundred times as a function. Thank you for taking your time with this! And for fitting #comments into the code; I actually get what's happening in...
- Tue Sep 24, 2019 4:03 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Capping a variable
- Replies: 6
- Views: 936
Re: Capping a variable
Using an if statement is the right call. [...] Or... since it is a simple statement, you can even use a shorthand for this. Using a ternary operator. These worked, but not in the way I had intended; they only stopped the player from using a heal if their health was over the max, or rather, they wou...
- Tue Sep 24, 2019 12:51 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Capping a variable
- Replies: 6
- Views: 936
[SOLVED] Capping a variable
Hey all! A while back I got help figuring out how to do a max-cap on a random int variable "dice roll". This question is similar, but probably equally simple to solve. The active example is a character casting a healing spell, and getting some HP back. I would like the added health not to ...
- Sat Sep 21, 2019 7:08 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Conditional "say" screen position changes
- Replies: 3
- Views: 630
Re: Conditional "say" screen position changes
@philat, @hell_oh_world: Thanks to both of you! A little bit of reading and fiddling later, I got everything to work out exactly the way I want it, and have some basic style understanding now. For others in the same position: I used "window_yalign" and "what_xpos" to adjust what ...
- Wed Sep 18, 2019 8:16 pm
- Forum: Ren'Py Questions and Announcements
- Topic: [SOLVED] Conditional "say" screen position changes
- Replies: 3
- Views: 630
[SOLVED] Conditional "say" screen position changes
Hey everyone! Hopefully an easy one: I want to change the place where the say screen appears (gui.textbox_yalign, and the gui.dialogue.xpos/ypos), depending on the speaker. For the protagonist, always up top (0). For anyone else, at the bottom (1.0). But I cannot for the life of me figure out how to...
- Sat Sep 07, 2019 7:02 am
- Forum: Ren'Py Questions and Announcements
- Topic: Simultaneous but separate transforms
- Replies: 1
- Views: 494
Simultaneous but separate transforms
How would you make two transforms run simultaneously, but separate of one another? As an example, I have a speech bubble crop up that I'd like to fade out after about 5 seconds. The player doesn't have to read it or click it away. This speech bubble is happening outside of screens/under a regular sc...